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https://github.com/mixandjam/Splatoon-Ink.git
synced 2026-03-21 17:25:34 -05:00
Trying a screenspace metaball-like rendering technique
This commit is contained in:
parent
5320aa72e5
commit
357c8a0172
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@ -96,7 +96,7 @@ Material:
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _Cutoff: 0.65
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- _Cutoff: 0.71
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 10
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201
Assets/Metaballs/RendererFeatures/RenderMetaballsScreenSpace.cs
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201
Assets/Metaballs/RendererFeatures/RenderMetaballsScreenSpace.cs
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@ -0,0 +1,201 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class RenderMetaballsScreenSpace : ScriptableRendererFeature
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{
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class RenderMetaballsScreenSpacePass : ScriptableRenderPass
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{
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const string MetaballRTId = "_MetaballRT";
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const string MetaballRT2Id = "_MetaballRT2";
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int _metaballRTId;
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int _metaballRT2Id;
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public Material BlitMaterial;
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public Material BlurMaterial;
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public Material BlitCopyDepthMaterial;
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RenderTargetIdentifier _metaballRT;
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RenderTargetIdentifier _metaballRT2;
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RenderTargetIdentifier _cameraTargetId;
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RenderTargetIdentifier _cameraDepthTargetId;
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RenderQueueType renderQueueType;
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FilteringSettings m_FilteringSettings;
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RenderObjects.CustomCameraSettings m_CameraSettings;
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ProfilingSampler m_ProfilingSampler;
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public Material overrideMaterial { get; set; }
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public int overrideMaterialPassIndex { get; set; }
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List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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RenderStateBlock m_RenderStateBlock;
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public RenderMetaballsScreenSpacePass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags,
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RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
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{
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profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
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m_ProfilingSampler = new ProfilingSampler(profilerTag);
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this.renderPassEvent = renderPassEvent;
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this.renderQueueType = renderQueueType;
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this.overrideMaterial = null;
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this.overrideMaterialPassIndex = 0;
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RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
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? RenderQueueRange.transparent
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: RenderQueueRange.opaque;
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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if (shaderTags != null && shaderTags.Length > 0)
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{
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foreach (var passName in shaderTags)
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m_ShaderTagIdList.Add(new ShaderTagId(passName));
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}
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else
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{
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m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
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m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
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}
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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m_CameraSettings = cameraSettings;
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BlitCopyDepthMaterial = new Material(Shader.Find("Hidden/BlitToDepth"));
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BlurMaterial = new Material(Shader.Find("Hidden/KawaseBlur"));
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in a performant manner.
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
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blitTargetDescriptor.colorFormat = RenderTextureFormat.ARGB32;
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var renderer = renderingData.cameraData.renderer;
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_metaballRTId = Shader.PropertyToID(MetaballRTId);
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_metaballRT2Id = Shader.PropertyToID(MetaballRT2Id);
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cmd.GetTemporaryRT(_metaballRTId, blitTargetDescriptor, FilterMode.Bilinear);
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cmd.GetTemporaryRT(_metaballRT2Id, blitTargetDescriptor, FilterMode.Bilinear);
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_metaballRT = new RenderTargetIdentifier(_metaballRTId);
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_metaballRT2 = new RenderTargetIdentifier(_metaballRT2Id);
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ConfigureTarget(_metaballRT);
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_cameraTargetId = renderer.cameraColorTarget;
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_cameraDepthTargetId = new RenderTargetIdentifier("_CameraDepthTexture"); // renderer.cameraDepthTarget;
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
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? SortingCriteria.CommonTransparent
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: renderingData.cameraData.defaultOpaqueSortFlags;
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DrawingSettings drawingSettings =
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CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
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drawingSettings.overrideMaterial = overrideMaterial;
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drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
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ref CameraData cameraData = ref renderingData.cameraData;
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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
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// Currently there's an issue which results in mismatched markers.
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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//Clear small RT
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cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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//Blit Camera Depth Texture
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Blit(cmd, _cameraDepthTargetId, _metaballRT, BlitCopyDepthMaterial);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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//Draw to RT
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
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ref m_RenderStateBlock);
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if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
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{
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RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(),
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cameraData.GetGPUProjectionMatrix(), false);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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//Blur
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cmd.SetGlobalVector("_Offsets", new Vector4(1.5f, 2.0f, 2.5f, 3.0f));
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Blit(cmd, _metaballRT, _metaballRT2, BlurMaterial);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Blit(cmd, _metaballRT2, _metaballRT, BlurMaterial);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Blit(cmd, _metaballRT, _metaballRT2, BlurMaterial);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Blit(cmd, _metaballRT2, _metaballRT, BlurMaterial);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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//Draw to Camera Target
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Blit(cmd, _metaballRT, _cameraTargetId, BlitMaterial);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(_metaballRTId);
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cmd.ReleaseTemporaryRT(_metaballRT2Id);
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}
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}
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public Material blitMaterial;
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RenderMetaballsScreenSpacePass _scriptableMetaballsScreenSpacePass;
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public RenderObjects.RenderObjectsSettings renderObjectsSettings = new RenderObjects.RenderObjectsSettings();
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/// <inheritdoc/>
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public override void Create()
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{
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RenderObjects.FilterSettings filter = renderObjectsSettings.filterSettings;
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_scriptableMetaballsScreenSpacePass = new RenderMetaballsScreenSpacePass(renderObjectsSettings.passTag,
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renderObjectsSettings.Event,
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filter.PassNames, filter.RenderQueueType, filter.LayerMask, renderObjectsSettings.cameraSettings)
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{
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BlitMaterial = blitMaterial
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};
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(_scriptableMetaballsScreenSpacePass);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 99924fc21a1264e4898a2a384f5b1183
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -48,10 +48,10 @@ Shader "Hidden/KawaseBlur"
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{
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fixed4 result = color;
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result += tex2D(_MainTex, uv + half2( offset, offset) * texelResolution);
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result += tex2D(_MainTex, uv + half2( offset, -offset) * texelResolution);
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result += tex2D(_MainTex, uv + half2(-offset, offset) * texelResolution);
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result += tex2D(_MainTex, uv + half2(-offset, -offset) * texelResolution);
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result += tex2D(_MainTex, uv + half2( offset + 0.5, offset + 0.5) * texelResolution);
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result += tex2D(_MainTex, uv + half2(-offset - 0.5, offset + 0.5) * texelResolution);
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result += tex2D(_MainTex, uv + half2(-offset - 0.5, -offset - 0.5) * texelResolution);
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result += tex2D(_MainTex, uv + half2( offset + 0.5, -offset - 0.5) * texelResolution);
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result /= 5.0h;
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return result;
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@ -76,11 +76,22 @@ Shader "Hidden/KawaseBlur"
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const half2 uv = input.uv;
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fixed4 color = tex2D(_MainTex, uv);
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color = applyBlur(color, uv, texelResolution, _Offsets.x);
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color = applyBlur(color, uv, texelResolution, _Offsets.y);
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color.a = applyAlphaBlur(color, uv, texelResolution, _Offsets.z);
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//color.a = applyAlphaBlur(color, uv, texelResolution, _Offsets.w);
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color = applyBlur(color, uv, texelResolution, 1);
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color = applyBlur(color, uv, texelResolution, 2);
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//color = applyBlur(color, uv, texelResolution, 2);
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//color = applyBlur(color, uv, texelResolution, 2);
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//color = applyBlur(color, uv, texelResolution, 3);
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//color = applyBlur(color, uv, texelResolution, 2);
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//color = applyBlur(color, uv, texelResolution, 3);
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/*
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color = applyBlur(color, uv, texelResolution, _Offsets.x + _Offsets.w);
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color = applyBlur(color, uv, texelResolution, _Offsets.y + _Offsets.w);
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color = applyBlur(color, uv, texelResolution, _Offsets.z + _Offsets.w);
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color = applyBlur(color, uv, texelResolution, _Offsets.w + _Offsets.w);
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*/
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//color = saturate(smoothstep(0, 0.4, color));
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return color;
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}
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ENDCG
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@ -39,47 +39,6 @@ MonoBehaviour:
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restoreCamera: 1
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offset: {x: 0, y: 0, z: 0, w: 0}
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cameraFieldOfView: 60
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--- !u!114 &-1912216177461967393
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: df2b5599ec606184aa283db49989a228, type: 3}
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m_Name: RenderMetaballs
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m_EditorClassIdentifier:
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m_Active: 1
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blitMaterial: {fileID: 2100000, guid: ba62d2f9845041e498edc0cfd32a8813, type: 2}
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renderObjectsSettings:
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passTag: RenderMetaballs
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Event: 400
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filterSettings:
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RenderQueueType: 1
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LayerMask:
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serializedVersion: 2
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m_Bits: 80
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PassNames: []
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overrideMaterial: {fileID: 0}
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overrideMaterialPassIndex: 0
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overrideDepthState: 0
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depthCompareFunction: 4
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enableWrite: 1
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stencilSettings:
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overrideStencilState: 0
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stencilReference: 0
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stencilCompareFunction: 8
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passOperation: 0
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failOperation: 0
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zFailOperation: 0
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cameraSettings:
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overrideCamera: 0
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restoreCamera: 1
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offset: {x: 0, y: 0, z: 0, w: 0}
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cameraFieldOfView: 60
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downsamplingAmount: 1
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -94,8 +53,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_RendererFeatures:
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- {fileID: -6361803208588800877}
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- {fileID: -1912216177461967393}
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m_RendererFeatureMap: 93cc1f25b055b6a7dfc59f98847176e5
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- {fileID: 7112055495327021477}
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m_RendererFeatureMap: 93cc1f25b055b6a7a5f9d4adca18b362
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xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
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shaders:
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@ -124,3 +83,43 @@ MonoBehaviour:
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m_ShadowTransparentReceive: 1
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m_RenderingMode: 0
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m_AccurateGbufferNormals: 0
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--- !u!114 &7112055495327021477
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MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 99924fc21a1264e4898a2a384f5b1183, type: 3}
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m_Name: RenderMetaballsScreenSpace
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blitMaterial: {fileID: 2100000, guid: ba62d2f9845041e498edc0cfd32a8813, type: 2}
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renderObjectsSettings:
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passTag: RenderMetaballsScreenSpace
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Event: 400
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filterSettings:
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RenderQueueType: 0
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LayerMask:
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serializedVersion: 2
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m_Bits: 16
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PassNames: []
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overrideMaterial: {fileID: 0}
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overrideMaterialPassIndex: 0
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overrideDepthState: 0
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depthCompareFunction: 4
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enableWrite: 1
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stencilSettings:
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overrideStencilState: 0
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stencilReference: 0
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stencilCompareFunction: 8
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passOperation: 0
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failOperation: 0
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zFailOperation: 0
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cameraSettings:
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overrideCamera: 0
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restoreCamera: 1
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offset: {x: 0, y: 0, z: 0, w: 0}
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cameraFieldOfView: 60
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